Closer to what I want for sprite loading but still needs more work.
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parent
51858ea399
commit
6ed57cd4a8
4 changed files with 23 additions and 17 deletions
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@ -5,13 +5,14 @@
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"assets/ceiling_test-256.png",
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"assets/ceiling_test-256.png",
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"assets/wood_wall-256.png"
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"assets/wood_wall-256.png"
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],
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],
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"sprites": [
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"sprites": {
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"assets/armored_knight_1-256.png",
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"armored_knight": "assets/armored_knight_1-256.png",
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"assets/cinqueda_1-256.png",
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"sword": "assets/cinqueda_1-256.png",
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"assets/wood_barrel_large-256.png",
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"barrel": "assets/wood_barrel_large-256.png",
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"assets/evil_eye_test-256.png",
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"evil_eye": "assets/evil_eye_test-256.png",
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"assets/undead_peasant-256.png"
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"peasant_girl": "assets/undead_peasant-256.png",
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],
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"floor": "assets/floor_tile_test-256.png",
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"floor": "assets/floor_tile_test-256.png",
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"ceiling": "assets/ceiling_test-256.png",
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"ceiling": "assets/ceiling_test-256.png"
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"weapon": "assets/cinqueda_1-256.png"
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}
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}
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}
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@ -148,9 +148,7 @@ void Raycaster::sprite_casting() {
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int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
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int texY = ((d * textureHeight) / spriteHeight) / textureHeight;
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sf_sprite->setScale({sprite_w, sprite_h});
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sf_sprite->setScale({sprite_w, sprite_h});
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auto time = $clock.getElapsedTime();
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sf_sprite->setTextureRect(sf::IntRect({texX, texY}, {texX_end - texX, textureHeight}));
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int frame = int(time.asMicroseconds() / 200.0) % 4;
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sf_sprite->setTextureRect(sf::IntRect({texX + (textureWidth * frame), texY}, {texX_end - texX, textureHeight}));
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sf_sprite->setPosition({x, y});
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sf_sprite->setPosition({x, y});
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$window.draw(*sf_sprite);
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$window.draw(*sf_sprite);
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}
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}
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@ -23,12 +23,13 @@ void TexturePack::load_textures() {
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images.emplace_back(load_image(tile_path));
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images.emplace_back(load_image(tile_path));
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}
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}
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floor = load_image(assets["floor"]);
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floor = load_image(assets["sprites"]["floor"]);
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ceiling = load_image(assets["ceiling"]);
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ceiling = load_image(assets["sprites"]["ceiling"]);
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sf::Texture* sprite_texture = new sf::Texture("assets/undead_peasant-spritesheet.png");
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sf::Texture* sprite_texture = new sf::Texture(assets["sprites"]["evil_eye"]);
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sprite_texture->setSmooth(false);
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sprite_texture->setSmooth(false);
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sf::Sprite* sf_sprite = new sf::Sprite(*sprite_texture);
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sf::Sprite* sf_sprite = new sf::Sprite(*sprite_texture);
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sprites.push_back({4.0, 3.55, 6, sf_sprite, sprite_texture});
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sprites.push_back({4.0, 3.55, 6, sf_sprite, sprite_texture});
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sword.sprite_texture = new sf::Texture("assets/cinqueda_1-512.png");
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sword.sprite_texture = new sf::Texture("assets/cinqueda_1-512.png");
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10
texture.hpp
10
texture.hpp
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@ -4,6 +4,7 @@
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#include <vector>
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#include <vector>
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#include <string>
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#include <string>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include <unordered_map>
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struct Sprite {
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struct Sprite {
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double x;
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double x;
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@ -11,20 +12,25 @@ struct Sprite {
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int texture;
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int texture;
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sf::Sprite *sprite = nullptr;
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sf::Sprite *sprite = nullptr;
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sf::Texture *sprite_texture = nullptr;
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sf::Texture *sprite_texture = nullptr;
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// ZED: this should be a separate transform parameter
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double elevation=0;
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double elevation=0;
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int uDiv=1;
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int uDiv=1;
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int vDiv=1;
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int vDiv=1;
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};
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};
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struct SpriteTexture {
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sf::Sprite *sprite = nullptr;
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sf::Texture *sprite_texture = nullptr;
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};
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struct TexturePack {
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struct TexturePack {
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int NUM_SPRITES=1;
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int NUM_SPRITES=1;
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std::vector<sf::Image> images;
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std::vector<sf::Image> images;
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std::vector<Sprite> sprites;
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std::vector<Sprite> sprites;
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std::unordered_map<std::string, SpriteTexture> sprite_sheets;
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sf::Image floor;
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sf::Image floor;
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sf::Image ceiling;
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sf::Image ceiling;
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Sprite sword;
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SpriteTexture sword;
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void load_textures();
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void load_textures();
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sf::Image load_image(std::string filename);
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sf::Image load_image(std::string filename);
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